Roccandil

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Everything posted by Roccandil

  1. Looks like all that dropped was the main prize (this time a dragon egg); no one else got anything. I've never seen an egg drop before; is that messing it up?
  2. Got another one: "Transporter" in this case means a creature transporter, not a ship transporter. (And why, Fo, do you want us to spam this stuff! Strong jest indeed. )
  3. Just went to do a ritual mission with a few toons in a cart, and on the way my two alts went hunted one after another (though not at exactly the same time). I wasn't in either toon's client at the time (no key presses or clicks of any kind), and I saw no smoking guns in the event logs; closest commonality was this kind of message: [18:50:38] You have received the hunted status and may be attacked without penalty for half an hour. [18:50:38] You are now too far away to attack a venerable troll. Only other difference is that I was trying out a hellcart for the first time, and we were going fast (34.5kmh). Could this possibly have anything to do with the new sync code?
  4. Ya, this has been going on for a long time now. The GMs are good about resetting missions, but going back to 1/7 can hurt.
  5. +1; no complaints here! Again, +1. Yep, +1. Ideally, this would be good, but I don't want to see Epic's skillgain go back to what it was. Plus, converting the gains made on the current system to Freedom would be problematic at best. Note also that the new players I've had at my deed haven't worried about Freedom at all, even once they understood what the skill transfer meant. They preferred Epic's skilling system. (I was amazed at how enthusiastic they were to do surface mining, simply because of the skill gains they were getting.) Never thought of this, but seems reasonable. Why not migrate Chaos to be the "missing" island north of Elevation, and be the home server for PMKs? The split reward system seems a bit odd, so +1. The Valrei system needs attention, for sure. The biggest issue for me is that kingdom mates have to compete against each other for the tome. I like competing with BL/MR, for sure, but -not- my friends. (I've had one villager quit playing because they couldn't do as many missions as me, and would never really be in the running for the tome. ) I think missions should be individual, and participation rewards should be individual. Make tomes require more points to get, but let multiple people win them.
  6. I like this, because I feel Wurm's slow gameplay lends itself well to a squad-based style (like Kenshi, where you assign toons to something boring, and then go out and fight with other toons).
  7. This is happening to me casting Humid Drizzle, when I switch to another toon (via clicking on their window). All clients are preview.
  8. I can understand that the entire player population will find bugs better/faster than the devs, but it consistently seems like your test environment is fundamentally different somehow than production, so that the bugs simply aren't in test to be found.
  9. +1 to more intelligent creature spawning, for missions and in general. I especially like the idea of mission spawns meaning more than a general/uniform distribution of mobs across the map, because finding each spawn will require different gameplay. Right now, for the most part, there's not much variety required in my search patterns regardless of which mob spawns (other than sea creature versus land). Also, it's immersion-breaking after missions to find crocs on cliffs, and so forth.
  10. I actually don't like the existing ground clutter! Nearly every object in Wurm -means- something; you can interact with it, it's not just scenery. Empty objects like the rocks on dirt feel like a betrayal of that principle. So, if you just mean empty, textured mesh scenery in caves, I'd say no, but if you want to add more interactable objects to caves (rock formations you can harvest, say, or mushrooms), I'd be all for that.
  11. +1. Never thought of this, but totally cool.
  12. The developers handled this badly. They may not be able to fix it, but simple acknowledgement that it was handled badly helps.
  13. I do agree, but instead of making long, repetitive processes bearable, approachable, or fun, Wurm makes them miserable, and -quickly- miserable (such that new players run into the misery in a hurry). All RNG aside, the game attempts to force people to pay attention to those boring, mind-numbing processes. That's just bad business, and it's a mindset that needs to change. Allow players the freedom to AFK processes that deserve no more attention than that, work on improving gameplay to be more engaging, and you'll retain more players. For instance, I'd consider the following: Update the premium model to include two toons for the price of one; Rework repetitive actions to be limited not by queue size, but by the stamina bar. Thus, every premium player can have one toon doing boring, necessary stuff in the background, while the player does fun stuff with the other toon in the foreground. (I'd even go so far as to view every human player as a squad with multiple toons they can assign to background tasks, and actually support that model via the game and the client.) One way or another, however, Wurm needs to admit it has a problem with mind-numbing, repetitive processes. If that doesn't happen, no amount of advertising is really going to help.
  14. This reminds me of the ring of power, and men easily corrupted....
  15. Wurm has a very low gameplay density, which makes the cost seem higher. That is, I'm paying X a month do things that take a long time to do, and that don't throw interesting gameplay decisions at me while I'm doing them. Instead, for a couple months Wurm "rent", I could buy a brand-new game with brand-new gameplay, and all it has to do it last more than a couple months, and I'm ahead of Wurm in gameplay experienced for money/time spent. That's the economy Wurm is fighting.
  16. If you were going for multi-platform support, how would you solve it?
  17. Definitely not interested in adding more RNG failures to the game!
  18. Panfilling/HFC seems to be the fastest way to get ML, but imping arrows via logs also seems good, since as I recall, you can get two ML ticks per imp (use a crate/BSB to keep the arrows needing log to imp).
  19. I've never killed a spirit with arrows; apparently they need to be enchanted. Arrows are your best bet against a Nogump, though, if you see one. The problem with Valrei mobs is that they're suicidal. Mostly I either see spirits at server borders, or some level of Uttacha spawn (since those can just last longer). I haven't seen a wild Nogump, Sol demon, or Deathcrawler minion in ages.